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High Alert!

A Free Star Wars


Mini-Adventure For Any Era

BY JD WIKER
DESIGN “High Alert!” is a Star Wars Roleplaying Game mini-
JD WIKER adventure for four player characters of any level, and it is
usable in any era. Really more of a subadventure meant to be
EDITING played as part of a larger adventure, “High Alert!” explores
RAY AND VALERIE VALLESE what happens when something goes wrong with a covert
mission. The heroes have to use their wits and cunning to
TYPESETTING escape an enemy-controlled starport without attracting
NANCY WALKER attention. It forces the heroes to put away their blasters and
lightsabers and rely on stealth and guile—giving some of the
WEB PRODUCTION
less combat-oriented characters a chance to shine.
JULIA MARTIN The Gamemaster can use this subadventure to fill in the
details of an otherwise undeveloped part of other adven-
WEB DEVELOPMENT
tures: the part where the enemy becomes aware of the
THOM BECKMAN
heroes’ actions and reacts by trying to capture or kill them.
ART DIRECTION The enemy can be Separatist droid troops (if the campaign
ROB RAPER is set in the Rise of the Empire era), Imperial stormtroopers
(if the campaign is set in the Rebellion or New Republic
LUCAS LICENSING EDITOR era), or Yuuzhan Vong warriors (if the campaign is set in
MICHELLE VUKOVICH The New Jedi Order era).
If you plan to play a character in this adventure, don’t
STAR WARS RPG CREATIVE DIRECTOR read any further. The information below is meant for the
CHRIS PERKINS Gamemaster’s eyes only.

VICE PRESIDENT AND DIRECTOR OF RPG R&D


BILL SLAVICSEK Adventure Synopsis
The heroes are at a starport when, for whatever reason,
the local authorities decide to go on high alert. (Perhaps the
U.S., CANADA EUROPEAN HEADQUARTERS heroes have created a sufficiently large disturbance that
ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
the authorities want to arrest them. Or maybe they’re just
Wizards of the Coast, Inc. P.B. 2031
arresting all suspicious characters on general principle, and
P.O. Box 707 2600 Berchem
the heroes aren’t even involved—not yet, anyway.) The
Renton WA 98057-0707 Belgium
Questions? 1-800-324-6496 +32-70-23-32-77
heroes have to draw as little attention to themselves as
possible while they work their way back to their transport.
This Wizards of the Coast™ game product contains no Open Game Content. If the heroes cause too much trouble, the authorities come
No portion of this work may be reproduced in any form without written
after them in force—whether the heroes were the original
permission. To learn more about the Open Gaming License
and the d20 System License, please visit www.wizards.com/d20. targets of the search or not.
Hiding out until the alert is over isn’t an option, unfortu-
©2003 Lucasfilm Ltd. and ® & ™ where indicated. All rights reserved.
nately. In addition to arresting suspicious persons on the
C Used under authorization. Made in the U.S.A.

Dungeons & Dragons and the Wizards of the Coast logo are
street, the authorities are conducting a detailed search of the
area—going from door to door and interrogating the locals.
registered trademarks owned by Wizards of the Coast, Inc.
The d20 System logo and d20 are trademarks owned by Wizards of the Coast. Inc. As the heroes try to escape this ever-tightening cordon,
This Wizards of the Coast game product contains no Open Game Content. No they witness the brutality of their enemies, and the desper-
portion of this work may be reproduced in any form without written permission.
ation of the common citizens torn between the desire to
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20. aid the heroes and their fear of retaliation should the
heroes get away.
This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction.
Getting the
Any similarity to actual people, organizations, places, Characters Involved
or events is purely coincidental. Because this mini-adventure is designed to fit into nearly
any overarching scenario, getting the heroes involved
shouldn’t be a problem at all. Simply proceed to Scene 1:
Out of the Frying Pan and get started.
You might have to alter some of the specifics to create a
perfect fit for your primary adventure. If the heroes are
HIGH

aboard a space station when this mini-adventure starts, you


www.wizards.com www.starwars.com probably want fewer civilians around. If it’s a battle station
(or a Trade Federation war freighter, an Imperial Star
CREDITS

Destroyer, or Yuuzhan Vong worldship), military personnel


ALERT

should be much more common.


003

HIGH ALERT
in the heroes’ group is from 1st-4th, the thugs and the
The Authorities mercenary are low-level; if the average character level is
If the primary adventure doesn’t already include an appro-
5th-8th, the opponents are mid-level. If the average charac-
priate opponent, use the following information to choose
ter level is 9th or higher, the opponents are high-level and
one. Page references refer to the Star Wars Roleplaying
are joined by a trio of mid-level Yuuzhan Vong warriors.
Game core rulebook.
Assuming the Yuuzhan Vong are somewhat closer, the
opponents are members of the Peace Brigade. If the
Rise of the Empire Era
average character level in the heroes’ group is from 1st-
In the Rise of the Empire Era, the heroes’ enemies are most
6th, the group consists of 1d4 low-level mercenaries and
likely the Trade Federation, or the Separatists led by Count
2d4 low-level thugs. If the average character level is
Dooku. In either case, enemy troops consist of mostly battle
from 7th-12th, the enemies consist of 1d4 mid-level
droids, led by an officer droid, and sometimes supported by
mercenaries and 2d4 mid-level thugs, aided by a pair of
a destroyer droid. Stats for mid-level and high-level battle
mid-level Yuuzhan Vong warriors disguised with ooglith
droids are found on page 340, and stats for low-level battle
masquers (page 356). If the average character level is
droids and destroyer droids appear on pages 373-374.
13th or higher, the enemies consist of 2d4 mid-level
A typical battle droid squad consists of 1d6+4 low- or
mercenaries, 2d4 mid-level thugs, and 1d4+1 mid-level
mid-level battle droids and 1 high-level battle droid officer.
Yuuzhan Vong warriors wearing ooglith masquers.
Use low-level battle droids if the average character level in
Finally, if the system in question is under Yuuzhan Vong
the heroes’ party is no higher than 3rd; use mid-level battle
control, the enemies consist of Yuuzhan Vong warriors. If
droids if the average character level is from 4th-6th level.
the average character level in the heroes’ group is from 1st-
If the average character level is 7th level or higher, and
4th level, the enemies include 1d4 low-level Yuuzhan Vong
the adventure occurs after the events of Star Wars: Episode
warriors who don’t bother to hide their appearance. If the
II Attack of the Clones, then the squad consists of 5 mid-
average character level is from 5th-8th level, there are 2d4
level battle droids and 1d4 super battle droids (page 373).
low-level Yuuzhan Vong warriors and 1d2 mid-level
Alternately, if the heroes are working for the Trade
Yuuzhan Vong warriors. If the average character level is 9th
Federation or the Separatists, their opponents could be
level or higher, the opponents consist of 2d4 mid-level
Republic Guard (page 351) or clone troopers (pages 341-
Yuuzhan Vong warriors, accompanied by a vicious Yuuzhan
342). If the heroes’ average character level is higher than
Vong beast of some kind. (If you don’t have the stats for a
6th, and at least one of them is a Force-user, perhaps the
voxyn from pages 137-138 of The New Jedi Order
enemy troops are aided by a Jedi Knight; use the mid- or
Sourcebook, use the acklay’s stats, on page 337 of the Star
even high-level Jedi investigator (page 349).
Wars Roleplaying Game.)
Rebellion/New Republic Era
The preeminent authority in these two eras is the Empire, so Scene 1: Out of
enemy troops consist of stormtroopers (pages 356-357). A
typical patrol consists of 1d8+2 stormtroopers, and every
the Frying Pan
Just as the heroes begin returning to their transport (or
group of ten is led by a military officer (pages 349-350).
rendezvous, as the case may be), they hear an announce-
Use low-level stormtroopers if the average character level
ment from the local authorities, broadcasting on public
in the heroes’ party is no higher than 4th; use mid-level
address systems throughout the area. The GM should tailor
stormtroopers if the average character level is from 5th-8th;
the exact text of the announcement to match the authori-
and use high-level stormtroopers if the average character
ties appropriate to the era and scenario:
level is 9th or higher. The military officer’s level rises accord-
ingly, as well. “Attention! Attention! This zone is now under a state of
If the group includes a Force-user, consider adding a dark high alert. Enemy saboteurs have infiltrated the area
Jedi guardian (pages 343-344) to the squad, as well. Use and may be working to disable communications and
the mid-level version if the group’s average level is 5th-8th other public utilities. Security troops are now conduct-
and the high-level version if the group’s average level is 9th ing a search to locate and neutralize these individuals.
or higher. Be prepared to present your identification. And report
any suspicious individuals immediately.”
The New Jedi Order Era
In this era, the opponents are usually planetary authorities, Distantly, the heroes can hear the sound of sirens and
cowed by the threat of extermination into cooperating with marching feet, though they can’t see any security troops
the Yuuzhan Vong. Depending on how far along the war just yet. Any common citizens around the heroes look
with the Yuuzhan Vong has come, the composition of around in confusion and concern. They glance furtively at
enemy forces changes. the heroes, then hurry to get off the streets.
If the Yuuzhan Vong are still some distance away from
the system where the adventure takes place, the opponents Getting Out of Sight
consist of 2d4+4 local thugs (page 355), led by a mercenary If the heroes also seek shelter in a building somewhere,
(page 349) who is almost certainly working with the pro- hoping to hide until the alert is over, go to “Hiding Out”
Yuuzhan Vong Peace Brigade. If the average character level under Hostile Environment.
Hostile Environment) an additional time. A failure means
Scene 2: Identification, Please that the patrol has spotted the heroes and calls for them to
After the public announcement, street traffic drops off
halt and present identification.
considerably. There are still people on the street, but they
If a combat breaks out for any of the reasons given here,
are not behaving in a leisurely fashion. They keep their
go to Scene 5: Into the Fire.
heads down, walk hurriedly, and cast sidelong glances at
the heroes. The overall emotion (if the heroes are capable of
using the Force skill Empathy) is fear. Scene 3: Hostile Environment
If the heroes stop anyone and use Sense Motive, they can With the alert in full swing, the heroes have a few options.
gather that no one wants to get involved. The locals might They can hurry through the streets and hope they’re not
not be who the authorities are looking for, but nobody caught by a random patrol; they can go to ground and
wants to be imprisoned or killed because of a case of hope the patrols don’t start a door-to-door search; or they
mistaken identity. can shoot their way clear.
The only places where there are a lot of people are at
major intersections, where everyone is forced to show their Random Encounters
identification to pass. And there are 1d4+1 of these Roll on the table below approximately every 15 minutes of
between the heroes and their destination. At each, two game time, or whenever the heroes do something that
members of the security patrol stand guard while the patrol draws attention to themselves (such as displaying weapons,
leader checks identifications. Any remaining members of the attempting to steal a vehicle, or breaking into a building). If
patrol walk up and down the lines, looking for anyone the heroes become involved in a combat, roll on this table
behaving suspiciously (trying to hide weapons, for example). every 10 minutes instead.
The heroes can pretty much stroll right through a check-
point provided they have valid local identification. Random Encounter Table
(Obviously, characters who are alien to the world are going
to stand out.) If they don’t have proper identification, they d20 Roll Encounter
can attempt a Bluff check (opposed by the patrol leader’s 1-5 Patrol: A security patrol passes by, and if the heroes haven’t
Sense Motive) or Diplomacy check to alter the leader’s atti- already spotted them and taken cover, the patrol orders them
tude from “unfriendly” to “indifferent” or better. If this fails, to halt and show their identifications. See Scene 2:
Identification, Please for information on how the patrol
the patrol tries to arrest the hero and anyone who seems to
treats the situation, and see The Authorities for the
be in his party. (A hero can try another opposed Bluff check composition of a patrol.
to convince the patrol that he doesn’t know a character that 6-10 Suspicious Citizen: The heroes encounter a citizen who stares
they’re arresting.) at them suspiciously for a long moment, then hurries toward
These patrols also keep a lookout for concealed weapons. the nearest public communication terminal, intending to report
The heroes can conceal any weapons they are carrying with the heroes to the authorities. The heroes can either try to stop
a successful Hide check, opposed by the opponent’s Spot the citizen somehow or try to get out of the area before
anyone arrives. In the latter case, roll on this table again to
check. The size category of the weapon relative to the size see if a patrol intercepts them.
category of the character trying to conceal it determines the 11-15 Citizen: The heroes encounter a citizen who stares at them for
modifier to the Hide check: a moment, then hurries toward the nearest public communica-
tion terminal. The citizen isn’t planning to report them, though;
he’s contacting his family to tell them that he’s going to stay
I Weapon Size
Four or more sizes larger
Modifier
–8 with friends until the alert is over.
16-20 No encounter.
Three sizes larger –4
Two sizes larger –2
One size larger +0 Hiding Out
Same size +2 One of the greatest dangers of a security dragnet is that the
One size smaller +4 targets of the search never quite know whom they can trust.
Two sizes smaller +8 If the heroes try to hide in a building, roll on the table
Three or more sizes smaller +12 below to determine the reception they get.

Again, if the troops detect that a hero is carrying a Shelter Table


concealed weapon, they try to arrest that character and
anyone apparently in his party. d20 Roll Shelter Result
1-4 “Quick! In Here!”: As the heroes are looking for a place to hide,
Avoiding Checkpoints a citizen comes out of a building and urges them to hide in his
After the heroes have initially spotted a checkpoint, they attic (or basement, or what-have-you). Unfortunately, he’s
planning to turn the “saboteurs” over to the authorities, and
can try to find a way around it. Each of the heroes should
when a patrol comes by, he informs the patrol where the
make a Hide check, with the worst of the checks opposed by
HIGH ALERT

heroes are hiding.


the Spot checks of 1d4 members of the patrol (those who 5-12 “Trust Me”: As the heroes are looking for a place to hide, a citi-
can actually see the heroes). A success means the heroes zen comes out of a building and urges them to hide in his attic
have eluded the patrol at the checkpoint, but the GM (or basement, or whatever). He’s completely trustworthy, but
should roll on the Random Encounter table (see Scene 3: when a patrol arrives, he fails miserably at lying to them, and
the patrol realizes he’s hiding the heroes.
005

HIGH ALERT
13-17 “You Can Stay Here . . . For Now”: A citizen comes out of a
to every 15 minutes, as explained in Scene 3: Hostile
building and urges the heroes to stay with him—but only until
the next patrol passes. “I’m sorry, but I’m taking a terrible risk Environment.
as it is. Good luck.” The tactics of the authorities depend on exactly who
18-20 Safe Haven: The heroes locate a safe place to hide—but after they are. Trade Federation or Separatist forces initially try
2d4 x 10 minutes, a patrol comes by making a door-to-door to apprehend the heroes—perhaps using stun settings on
search. The heroes should make Move Silently checks, with the their blasters—but after the heroes have dispatched two
worst result opposed by the Listen checks of the patrol. If the patrols, the droids (and anyone working with them) resort
patrol wins, they attempt to break down the door. If the heroes
to lethal force.
succeed, another patrol comes by every 2d4 x 20 minutes until
the heroes are detected or 12 hours have passed. Imperial stormtroopers, on the other hand, default to
lethal force. The GM can make an exception if one of the
heroes in the campaign is considered “important” by the
Shooting It Out Empire (such as an important senator, or perhaps a
The heroes can fight their way back to their ship (or young Jedi).
rendezvous), but it’s not the best plan. Every time the The Yuuzhan Vong likewise use lethal force, taking pris-
heroes begin a firefight, roll on the Random Encounter oners only if someone surrenders or is rendered
table, in addition to rolling on the table every 10 minutes. unconscious. Woe to anyone captured by the alien invaders,
though; the Yuuzhan Vong ritually sacrifice or brutally
enslave everyone they get their hands on.
Scene 4: Positive ID
As the heroes get within sight of their destination, they
encounter another checkpoint (as described under Scene 2: Wrapping Up
Identification, Please)—but this one is set up across the If the heroes manage to get to their ship (or rendezvous),
only entrance to their destination. The heroes can shoot they’re essentially safe, though you could rule that any
their way through or devise some other means of entry, but enemy ships in the area launch fighters, trying to intercept
if they try to go through the line of people showing their them. Otherwise, they’re in the clear.
identification, they hit another little snag. When you award experience for the primary adventure,
The heroes are standing in line when a passing 3PO series don’t forget to calculate in the encounters they faced
protocol droid, jostled by the crowd, stumbles into one of during this subadventure.
the heroes. “I’m terribly sorry,” says the droid. Then he says,
“Oh! Oh, my!” The droid might have spotted a hero’s
concealed weapon, or perhaps he’s seen their images some-
About the Author
JD Wiker is an Indianapolis native who has been profession-
where, or maybe he’s just prone to hysteria. Unless the
ally designing games since 1995. He started by designing
heroes move quickly to silence the droid, he announces
material for the Ars Magica roleplaying game and Vampire:
rather loudly: “You’re one of the saboteurs!”
Dark Ages. He joined the roleplaying game team at Wizards
The patrol is now alerted to the heroes’ presence, and a
of the Coast in 1998 to write for the fledgling ALTERNITY
combat begins. Go to Scene 5: Into the Fire.
line, including the DARK*MATTER campaign setting. In late
1999, JD began work on Wizards Star Wars Roleplaying
Scene 5: Into the Fire Game, and he became the primary Star Wars RPG designer
When things get out of control, the heroes are in for a until he left the company in 2002. A few short weeks later,
fight—and possibly a running fight, if they’re still a long JD began making plans with Rich Redman, Stan!, and Marc
way from their destination. Even if they get through a Schmalz to create The Game Mechanics, a game design
combat without suffering significant injuries, they’re still studio creating d20 products compatible with the DUNGEONS
at risk because the authorities coordinating the dragnet & DRAGONS and d20 MODERN roleplaying games. Check out
are now aware of roughly where the heroes are. The GM their site on the web at www.thegamemechanics.com.
should now roll encounters every 10 minutes, as opposed

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